@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,850 @@
1
+ ## Instruction
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+ Use this doc to understand how equipment and weapons work in Genesys.js and learn how to create interactive items using the IEquipment interface, GenericEquipment base class for timing control, and ProjectileWeaponComponent for ranged weapons that integrate with Pawn actors.
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+
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+ # 11-equipment-and-weapons.md
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+
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+ ## Equipment and Weapon Systems in Genesys.js
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+
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+ The Equipment and Weapon System in Genesys.js provides a flexible, component-based approach to creating interactive items that characters can use. Whether you're building projectile weapons, melee weapons, tools, or special abilities, this system offers the building blocks to create engaging gameplay mechanics.
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+
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+ The system is built around three core concepts:
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+
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+ * **`IEquipment` Interface**: A contract that defines how equipment responds to player input (primary fire, secondary fire, etc.).
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+ * **`GenericEquipment` Base Class**: A `SceneComponent` that provides timing logic and rate limiting for equipment actions.
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+ * **`ProjectileWeaponComponent`**: A concrete implementation that fires projectile actors, perfect for guns, magic spells, or any ranged weapon.
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+
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+ By understanding these components and how they integrate with `Pawn` actors, you can create sophisticated weapon systems with minimal code.
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+
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+ ---
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+
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+ ## 1. The Equipment Interface (`IEquipment`)
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+
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+ At its core, any equipment in Genesys.js must implement the `IEquipment` interface. This interface provides a standardized way for `Pawn` actors to interact with equipment components.
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+
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+ ### The Equipment Contract
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+
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+ ```typescript
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+ export interface IEquipment {
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+ beginFire(): boolean;
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+ endFire(): boolean;
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+ beginAltFire(): boolean;
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+ endAltFire(): boolean;
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+ }
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+ ```
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+
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+ * **`beginFire()`**: Called when the player starts the primary action (e.g., pulling the trigger).
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+ * **`endFire()`**: Called when the player stops the primary action (e.g., releasing the trigger).
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+ * **`beginAltFire()`**: Called when the player starts the secondary action (e.g., aiming down sights).
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+ * **`endAltFire()`**: Called when the player stops the secondary action.
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+
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+ Each method returns a `boolean` indicating whether the action was successfully handled.
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+
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+ ### Runtime Type Checking
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+
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+ The system provides a helper function to safely check if an object implements the equipment interface:
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+
46
+ ```typescript
47
+ import { isEquipment } from 'genesys.js';
48
+
49
+ // Safe type checking
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+ if (isEquipment(someComponent)) {
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+ // TypeScript now knows this object has beginFire, endFire, etc.
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+ someComponent.beginFire();
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+ }
54
+ ```
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+
56
+ ---
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+
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+ ## 2. How Equipment Integrates with Pawns
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+
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+ The `Pawn` class automatically searches for equipment components and routes input to them. When a player presses the fire button, the pawn calls the equipment's `beginFire()` method.
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+
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+ ### Automatic Equipment Discovery
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+
64
+ Pawns automatically discover equipment components in two places:
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+ 1. **Non-Scene Components**: Components attached directly to the pawn that don't have a transform.
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+ 2. **Scene Components**: Components that are part of the pawn's scene graph hierarchy.
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+
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+ ```typescript
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+ // This method in Pawn searches for and calls equipment
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+ protected callEquipment(method: keyof IEquipment): boolean {
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+ // Check non-scene components first
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+ for (const component of this.nonSceneComponents) {
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+ if (isEquipment(component) && component[method]()) {
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+ return true;
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+ }
76
+ }
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+ // Then check scene components
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+ for (const component of this.getComponents(SceneComponent)) {
79
+ if (isEquipment(component) && component[method]()) {
80
+ return true;
81
+ }
82
+ }
83
+ return false;
84
+ }
85
+ ```
86
+
87
+ ### Input Flow for Equipment
88
+
89
+ 1. Player presses fire button (mouse click, gamepad trigger, etc.)
90
+ 2. `PlayerController` receives the input event
91
+ 3. `PlayerController` calls `pawn.beginFire()`
92
+ 4. `Pawn` searches all components for those implementing `IEquipment`
93
+ 5. First equipment component that successfully handles the action stops the chain
94
+
95
+ ---
96
+
97
+ ## 3. Generic Equipment Base Class
98
+
99
+ The `GenericEquipment` class provides common functionality that most weapons need: timing control, rate limiting, and single-fire vs. automatic fire modes.
100
+
101
+ ### Key Features
102
+
103
+ * **Rate Limiting**: Ensures weapons don't fire faster than their configured rate.
104
+ * **Single Fire Mode**: Allows for semi-automatic weapons that fire once per trigger pull.
105
+ * **Automatic Fire Mode**: Enables fully automatic weapons that continue firing while the trigger is held.
106
+ * **Scene Integration**: Extends `SceneComponent`, so it has a position and can be attached to the scene graph.
107
+
108
+ ### Basic Usage
109
+
110
+ ```typescript
111
+ import * as ENGINE from "genesys.js";
112
+
113
+ interface CustomWeaponOptions extends ENGINE.GenericEquipmentOptions {
114
+ // Add any custom options here if needed
115
+ }
116
+
117
+ @ENGINE.GameClass()
118
+ class CustomWeapon extends ENGINE.GenericEquipment<CustomWeaponOptions> {
119
+ static override get DEFAULT_OPTIONS(): CustomWeaponOptions {
120
+ return {
121
+ ...ENGINE.GenericEquipment.DEFAULT_OPTIONS,
122
+ fireInterval: 0.1, // Fire 10 times per second
123
+ isSingleFire: false // Full auto
124
+ };
125
+ }
126
+
127
+ // This method is called each time the weapon should fire
128
+ protected doFire(): void {
129
+ console.log("Bang!");
130
+ // Your custom firing logic here
131
+ }
132
+ }
133
+ ```
134
+
135
+ ### Configuration Options
136
+
137
+ ```typescript
138
+ interface GenericEquipmentOptions extends SceneComponentOptions {
139
+ fireInterval: number; // Time between shots in seconds
140
+ isSingleFire: boolean; // True for semi-auto, false for full-auto
141
+ }
142
+
143
+ interface ProjectileWeaponOptions extends GenericEquipmentOptions {
144
+ projectileOptions: ProjectileOptions; // Projectile configuration
145
+ projectileClass?: typeof Projectile; // Custom projectile class
146
+ modelPath?: string; // 3D model path
147
+ ammoCapacity?: number; // Max ammo (0 = infinite)
148
+ reloadTime?: number; // Reload duration in seconds
149
+ }
150
+ ```
151
+
152
+ ### Timing Logic
153
+
154
+ The `GenericEquipment` class handles complex timing logic automatically:
155
+ - Tracks when firing began and manages fire rate
156
+ - Handles the difference between single-fire and automatic weapons
157
+ - Ensures consistent timing even with variable frame rates
158
+ - Calls your `doFire()` method at the appropriate intervals
159
+
160
+ ---
161
+
162
+ ## 4. Projectile Weapon Component
163
+
164
+ The `ProjectileWeaponComponent` is a complete, ready-to-use weapon implementation that fires `Projectile` actors. It's perfect for guns, cannons, magic spells, or any weapon that launches objects.
165
+
166
+ ### Basic Projectile Weapon Setup
167
+
168
+ ```typescript
169
+ import * as ENGINE from "genesys.js";
170
+
171
+ // Create a simple gun that fires yellow spheres
172
+ const weapon = new ENGINE.ProjectileWeaponComponent({
173
+ fireInterval: 0.2, // 5 shots per second
174
+ isSingleFire: false, // Full automatic
175
+ projectileOptions: {
176
+ velocity: 100, // Speed of projectiles
177
+ range: 50, // How far they travel
178
+ damageDealt: 25, // Damage on hit
179
+ useOverlapCheck: true, // Use overlap instead of collision
180
+ destroyOnHit: true, // Destroy projectile on impact
181
+ geometry: new THREE.SphereGeometry(0.3),
182
+ material: new THREE.MeshStandardMaterial({ color: 'yellow' })
183
+ }
184
+ });
185
+ ```
186
+
187
+ ### Advanced Projectile Configuration
188
+
189
+ ```typescript
190
+ // Create a powerful magic staff
191
+ const magicStaff = new ENGINE.ProjectileWeaponComponent({
192
+ position: new THREE.Vector3(0, 1, -0.5), // Offset from pawn center
193
+ fireInterval: 1.0, // Slow, powerful shots
194
+ isSingleFire: true, // One shot per click
195
+ projectileOptions: {
196
+ velocity: 75,
197
+ range: 100,
198
+ damageDealt: 100,
199
+ useOverlapCheck: false, // Use full collision
200
+ destroyOnHit: true,
201
+ gravityScale: 0, // No gravity for magic projectiles
202
+ geometry: new THREE.SphereGeometry(0.8),
203
+ material: new THREE.MeshStandardMaterial({
204
+ color: 'purple',
205
+ emissive: 'purple',
206
+ emissiveIntensity: 0.3
207
+ })
208
+ }
209
+ });
210
+ ```
211
+
212
+ ### Visual Representation and 3D Models
213
+
214
+ ProjectileWeaponComponent includes built-in support for 3D models with automatic fallback to primitive shapes:
215
+
216
+ ```typescript
217
+ // Weapon with 3D model
218
+ const rifle = new ENGINE.ProjectileWeaponComponent({
219
+ modelPath: '@engine/assets/models/Weapons/SM_Rifle_01.glb', // 3D model path
220
+ position: new THREE.Vector3(0.3, -0.3, -0.4), // Position in first-person
221
+ rotation: new THREE.Euler(0, Math.PI/2, 0), // Orientation
222
+ scale: new THREE.Vector3(1, 1, 1), // Size scaling
223
+ projectileOptions: {
224
+ // ... projectile configuration
225
+ }
226
+ });
227
+
228
+ // Weapon with fallback primitive (if model fails to load)
229
+ const pistol = new ENGINE.ProjectileWeaponComponent({
230
+ modelPath: '/path/to/missing/model.glb', // This will fail
231
+ // Fallback: Creates a gray cylinder primitive automatically
232
+ projectileOptions: {
233
+ // ... projectile configuration
234
+ }
235
+ });
236
+ ```
237
+
238
+ The component automatically handles:
239
+ - **Model Loading**: Loads GLTF/GLB files asynchronously
240
+ - **Error Handling**: Graceful fallback if model fails to load
241
+ - **Primitive Fallback**: Creates a simple cylinder shape if no model is available
242
+ - **Transform Application**: Applies position, rotation, and scale to the visual representation
243
+
244
+ ### Ammo Management System
245
+
246
+ ProjectileWeaponComponent includes a comprehensive ammo management system:
247
+
248
+ ```typescript
249
+ // Weapon with finite ammo and reload mechanics
250
+ const shotgun = new ENGINE.ProjectileWeaponComponent({
251
+ modelPath: '@engine/assets/models/Weapons/SM_ShotGun_01.glb',
252
+
253
+ // Fire control
254
+ fireInterval: 0.8, // Slow fire rate
255
+ isSingleFire: true, // Semi-automatic
256
+
257
+ // Ammo management
258
+ ammoCapacity: 8, // 8 shots per magazine
259
+ reloadTime: 2.5, // 2.5 seconds to reload
260
+
261
+ projectileOptions: {
262
+ velocity: 150,
263
+ range: 30,
264
+ damageDealt: 80,
265
+ // ... other projectile options
266
+ }
267
+ });
268
+
269
+ // Access ammo information
270
+ console.log(`Current ammo: ${shotgun.getCurrentAmmo()}`); // e.g., 5
271
+ console.log(`Max ammo: ${shotgun.getMaxAmmo()}`); // 8
272
+ console.log(`Infinite ammo: ${shotgun.isAmmoInfinite()}`); // false
273
+
274
+ // Trigger a reload
275
+ shotgun.reload();
276
+
277
+ // Infinite ammo weapon (default behavior)
278
+ const magicStaff = new ENGINE.ProjectileWeaponComponent({
279
+ ammoCapacity: 0, // 0 = infinite ammo
280
+ // No ammo consumption, no reloading needed
281
+ projectileOptions: {
282
+ // ... projectile configuration
283
+ }
284
+ });
285
+ ```
286
+
287
+ The ammo system provides:
288
+ - **Automatic Consumption**: Ammo decreases with each shot
289
+ - **Auto-Reload**: Automatically starts reloading when ammo reaches zero
290
+ - **Reload Prevention**: Cannot fire while reloading
291
+ - **Infinite Ammo**: Set `ammoCapacity: 0` for unlimited ammunition
292
+ - **Flexible Timing**: Configurable reload duration with `reloadTime`
293
+
294
+ #### Ammo Management API
295
+
296
+ ```typescript
297
+ // Query ammo state
298
+ const currentAmmo = weapon.getCurrentAmmo(); // Current ammunition count
299
+ const maxAmmo = weapon.getMaxAmmo(); // Maximum ammunition capacity
300
+ const hasInfiniteAmmo = weapon.isAmmoInfinite(); // True if ammo is unlimited
301
+
302
+ // Trigger reload (automatically handled by engine input system)
303
+ weapon.reload(); // Starts reload if not already reloading
304
+
305
+ // Check if weapon is currently reloading (read-only property)
306
+ // Note: Use in game logic to disable certain actions during reload
307
+ ```
308
+
309
+ ### Targeted Shooting
310
+
311
+ The `ProjectileWeaponComponent` supports shooting at specific targets:
312
+
313
+ ```typescript
314
+ // Fire a single shot at a specific world position
315
+ const targetPosition = new THREE.Vector3(10, 5, -20);
316
+ weapon.tryFireAtTarget(targetPosition);
317
+ ```
318
+
319
+ ### Custom Projectile Classes
320
+
321
+ You can use custom projectile classes for specialized behavior:
322
+
323
+ ```typescript
324
+ @ENGINE.GameClass()
325
+ class ExplosiveProjectile extends ENGINE.Projectile {
326
+ protected override onHit(component: any, otherComponent: any, event: any): void {
327
+ // Custom explosion logic
328
+ this.createExplosion();
329
+ super.onHit(component, otherComponent, event);
330
+ }
331
+
332
+ private createExplosion(): void {
333
+ // Spawn explosion effects, deal area damage, etc.
334
+ console.log("BOOM!");
335
+ }
336
+ }
337
+
338
+ // Use the custom projectile class
339
+ const rocketLauncher = new ENGINE.ProjectileWeaponComponent({
340
+ projectileClass: ExplosiveProjectile,
341
+ projectileOptions: {
342
+ // ... other options
343
+ }
344
+ });
345
+ ```
346
+
347
+ ---
348
+
349
+ ## 5. Creating Complete Weapon Systems
350
+
351
+ Let's build a complete example showing how to create a character with multiple weapons and switching capabilities.
352
+
353
+ ### Multi-Weapon Character
354
+
355
+ ```typescript
356
+ import * as ENGINE from "genesys.js";
357
+
358
+ interface WeaponizedPawnOptions extends ENGINE.PawnOptions {
359
+ primaryWeapon?: ENGINE.ProjectileWeaponComponent;
360
+ secondaryWeapon?: ENGINE.ProjectileWeaponComponent;
361
+ }
362
+
363
+ @ENGINE.GameClass()
364
+ class WeaponizedPawn extends ENGINE.Pawn<WeaponizedPawnOptions> {
365
+ private primaryWeapon: ENGINE.ProjectileWeaponComponent | null = null;
366
+ private secondaryWeapon: ENGINE.ProjectileWeaponComponent | null = null;
367
+ private currentWeapon: ENGINE.ProjectileWeaponComponent | null = null;
368
+
369
+ constructor(options: WeaponizedPawnOptions) {
370
+ super(options);
371
+
372
+ this.setupWeapons(options);
373
+ this.setupInputHandling();
374
+ }
375
+
376
+ private setupWeapons(options: WeaponizedPawnOptions): void {
377
+ // Primary weapon (assault rifle) - high capacity, fast fire
378
+ this.primaryWeapon = options.primaryWeapon ?? new ENGINE.ProjectileWeaponComponent({
379
+ modelPath: '@engine/assets/models/Weapons/SM_Rifle_01.glb', // 3D model
380
+ position: new THREE.Vector3(0.5, 1, -1),
381
+ rotation: new THREE.Euler(0, Math.PI/2, 0),
382
+
383
+ // Fire control
384
+ fireInterval: 0.1, // 600 RPM
385
+ isSingleFire: false, // Full auto
386
+
387
+ // Ammo management
388
+ ammoCapacity: 30, // 30-round magazine
389
+ reloadTime: 2.0, // Quick reload
390
+
391
+ // Audio effects
392
+ fireSoundUrl: '@engine/assets/sounds/game-gun-short.mp3',
393
+
394
+ // Recoil effects
395
+ recoilOptions: {
396
+ weaponRecoilDistance: 0.06,
397
+ weaponRecoilDuration: 0.10,
398
+ weaponRecoilRotation: 0.04,
399
+ },
400
+
401
+ projectileOptions: {
402
+ velocity: 200,
403
+ range: 100,
404
+ damageDealt: 20,
405
+ useOverlapCheck: true,
406
+ destroyOnHit: true,
407
+ geometry: new THREE.SphereGeometry(0.1),
408
+ material: new THREE.MeshStandardMaterial({ color: 'orange' })
409
+ }
410
+ });
411
+
412
+ // Secondary weapon (shotgun) - low capacity, high damage
413
+ this.secondaryWeapon = options.secondaryWeapon ?? new ENGINE.ProjectileWeaponComponent({
414
+ modelPath: '@engine/assets/models/Weapons/SM_ShotGun_01.glb', // 3D model
415
+ position: new THREE.Vector3(0.5, 1, -1),
416
+ rotation: new THREE.Euler(0, Math.PI/2, 0),
417
+
418
+ // Fire control
419
+ fireInterval: 0.8, // Slow but powerful
420
+ isSingleFire: true, // Semi-automatic
421
+
422
+ // Ammo management
423
+ ammoCapacity: 8, // 8-round magazine
424
+ reloadTime: 2.5, // Slower reload
425
+
426
+ // Audio effects
427
+ fireSoundUrl: '@engine/assets/sounds/explosion.mp3', // Heavier sound
428
+
429
+ // Recoil effects
430
+ recoilOptions: {
431
+ weaponRecoilDistance: 0.15, // Strong backward movement
432
+ weaponRecoilDuration: 0.25, // Longer recovery
433
+ weaponRecoilRotation: 0.08, // Strong upward kick
434
+ },
435
+
436
+ projectileOptions: {
437
+ velocity: 150,
438
+ range: 30,
439
+ damageDealt: 80,
440
+ useOverlapCheck: true,
441
+ destroyOnHit: true,
442
+ geometry: new THREE.SphereGeometry(0.2),
443
+ material: new THREE.MeshStandardMaterial({ color: 'red' })
444
+ }
445
+ });
446
+
447
+ // Start with primary weapon
448
+ this.currentWeapon = this.primaryWeapon;
449
+ this.rootComponent.add(this.currentWeapon);
450
+ }
451
+
452
+ private setupInputHandling(): void {
453
+ // Handle weapon switching and reloading
454
+ this.onKeyDown.add((event: KeyboardEvent) => {
455
+ switch (event.code) {
456
+ case 'Digit1':
457
+ this.switchToPrimary();
458
+ return true;
459
+ case 'Digit2':
460
+ this.switchToSecondary();
461
+ return true;
462
+ case 'KeyR':
463
+ this.reloadCurrentWeapon();
464
+ return true;
465
+ }
466
+ return false;
467
+ });
468
+ }
469
+
470
+ private reloadCurrentWeapon(): void {
471
+ if (this.currentWeapon) {
472
+ this.currentWeapon.reload();
473
+ this.updateAmmoUI();
474
+ }
475
+ }
476
+
477
+ private updateAmmoUI(): void {
478
+ if (this.currentWeapon) {
479
+ const current = this.currentWeapon.getCurrentAmmo();
480
+ const max = this.currentWeapon.getMaxAmmo();
481
+ const infinite = this.currentWeapon.isAmmoInfinite();
482
+
483
+ if (infinite) {
484
+ console.log('Ammo: ∞');
485
+ // In a real game: ammoDisplay.setText('∞');
486
+ } else {
487
+ console.log(`Ammo: ${current}/${max}`);
488
+ // In a real game: ammoDisplay.setText(`${current}/${max}`);
489
+ }
490
+ }
491
+ }
492
+
493
+ private switchToPrimary(): void {
494
+ if (this.currentWeapon === this.primaryWeapon) return;
495
+
496
+ this.switchWeapon(this.primaryWeapon!);
497
+ console.log("Switched to assault rifle");
498
+ this.updateAmmoUI(); // Update UI for new weapon
499
+ }
500
+
501
+ private switchToSecondary(): void {
502
+ if (this.currentWeapon === this.secondaryWeapon) return;
503
+
504
+ this.switchWeapon(this.secondaryWeapon!);
505
+ console.log("Switched to shotgun");
506
+ this.updateAmmoUI(); // Update UI for new weapon
507
+ }
508
+
509
+ private switchWeapon(newWeapon: ENGINE.ProjectileWeaponComponent): void {
510
+ // Remove current weapon from scene
511
+ if (this.currentWeapon) {
512
+ this.rootComponent.remove(this.currentWeapon);
513
+ }
514
+
515
+ // Add new weapon to scene
516
+ this.currentWeapon = newWeapon;
517
+ this.rootComponent.add(this.currentWeapon);
518
+ }
519
+
520
+ // Override equipment calls to only use current weapon
521
+ protected override callEquipment(method: keyof ENGINE.IEquipment): boolean {
522
+ if (this.currentWeapon && ENGINE.isEquipment(this.currentWeapon)) {
523
+ return this.currentWeapon[method]();
524
+ }
525
+ return false;
526
+ }
527
+ }
528
+ ```
529
+
530
+ ### Usage Example
531
+
532
+ ```typescript
533
+ class WeaponDemo extends ENGINE.BaseGameLoop {
534
+ protected override preStart(): void {
535
+ ENGINE.GameBuilder.createDefaultLighting(this.world);
536
+ ENGINE.GameBuilder.createDefaultGround(this.world);
537
+
538
+ // Create the weaponized pawn
539
+ const pawn = new WeaponizedPawn({
540
+ position: new THREE.Vector3(0, 2, 0),
541
+ movementComponent: new ENGINE.CharacterMovementComponent({
542
+ movementType: ENGINE.CharacterMovementType.FirstPerson
543
+ }),
544
+ camera: new THREE.PerspectiveCamera(75, 1, 0.1, 1000),
545
+ rootComponent: new ENGINE.MeshComponent({
546
+ geometry: new THREE.CapsuleGeometry(0.5, 2),
547
+ material: new THREE.MeshStandardMaterial({ color: 'blue' })
548
+ })
549
+ });
550
+
551
+ // Create controller and possess the pawn
552
+ const controller = new ENGINE.PlayerController();
553
+ controller.possess(pawn);
554
+
555
+ this.world.addActors(pawn, controller);
556
+ }
557
+ }
558
+ ```
559
+
560
+ ---
561
+
562
+ ## 6. Sound and Recoil Configuration
563
+
564
+ ### Sound Effects
565
+
566
+ Add sound to weapons with the `fireSoundUrl` parameter:
567
+
568
+ ```typescript
569
+ const weapon = new ENGINE.ProjectileWeaponComponent({
570
+ fireSoundUrl: '@engine/assets/sounds/game-gun-short.mp3',
571
+ projectileOptions: {
572
+ // ... projectile configuration
573
+ }
574
+ });
575
+ ```
576
+
577
+ ### Recoil Effects
578
+
579
+ Configure visual recoil with the `recoilOptions` parameter:
580
+
581
+ ```typescript
582
+ const weapon = new ENGINE.ProjectileWeaponComponent({
583
+ recoilOptions: {
584
+ weaponRecoilDistance: 0.1, // How far back the weapon moves
585
+ weaponRecoilDuration: 0.15, // Animation duration in seconds
586
+ weaponRecoilRotation: 0.05, // Upward rotation in radians
587
+ },
588
+ projectileOptions: {
589
+ // ... projectile configuration
590
+ }
591
+ });
592
+ ```
593
+
594
+ ### Complete Example
595
+
596
+ ```typescript
597
+ const rifle = new ENGINE.ProjectileWeaponComponent({
598
+ modelPath: '@engine/assets/models/Weapons/SM_Rifle_01.glb',
599
+
600
+ // Sound configuration
601
+ fireSoundUrl: '@engine/assets/sounds/game-gun-short.mp3',
602
+
603
+ // Recoil configuration
604
+ recoilOptions: {
605
+ weaponRecoilDistance: 0.06, // Moderate backward movement
606
+ weaponRecoilDuration: 0.10, // Quick recovery
607
+ weaponRecoilRotation: 0.04, // Slight upward kick
608
+ },
609
+
610
+ projectileOptions: {
611
+ velocity: 200,
612
+ range: 100,
613
+ damageDealt: 25,
614
+ // ... other options
615
+ }
616
+ });
617
+ ```
618
+
619
+ ---
620
+
621
+ ## 8. Advanced Equipment Concepts
622
+
623
+ ### Custom Equipment Types
624
+
625
+ You can create equipment that doesn't fire projectiles by extending `GenericEquipment` directly:
626
+
627
+ ```typescript
628
+ interface MeleeWeaponOptions extends ENGINE.GenericEquipmentOptions {
629
+ damage: number;
630
+ range: number;
631
+ }
632
+
633
+ @ENGINE.GameClass()
634
+ class MeleeWeapon extends ENGINE.GenericEquipment<MeleeWeaponOptions> {
635
+ static override get DEFAULT_OPTIONS(): MeleeWeaponOptions {
636
+ return {
637
+ ...ENGINE.GenericEquipment.DEFAULT_OPTIONS,
638
+ fireInterval: 0.5, // Swing every 0.5 seconds
639
+ isSingleFire: true, // One swing per click
640
+ damage: 50,
641
+ range: 3
642
+ };
643
+ }
644
+
645
+ protected doFire(): void {
646
+ this.performMeleeAttack();
647
+ }
648
+
649
+ private performMeleeAttack(): void {
650
+ const world = this.getWorld();
651
+ if (!world) return;
652
+
653
+ // Get attack position and direction
654
+ const attackPosition = new THREE.Vector3();
655
+ const attackDirection = new THREE.Vector3();
656
+ this.getWorldPosition(attackPosition);
657
+ this.getWorldDirection(attackDirection);
658
+
659
+ // Perform raycast to find targets
660
+ const raycast = world.physicsEngine.raycast(
661
+ attackPosition,
662
+ attackDirection,
663
+ this.options.range
664
+ );
665
+
666
+ if (raycast.hasHit) {
667
+ const hitActor = raycast.hitComponent?.getActor();
668
+ const statsComponent = hitActor?.getComponent(ENGINE.CharacterStatsComponent);
669
+
670
+ if (statsComponent) {
671
+ statsComponent.takeDamage(this.options.damage);
672
+ console.log(`Melee hit for ${this.options.damage} damage!`);
673
+ }
674
+ }
675
+ }
676
+ }
677
+ ```
678
+
679
+ ### Equipment with Alternative Fire Modes
680
+
681
+ ```typescript
682
+ interface DualModeWeaponOptions extends ENGINE.GenericEquipmentOptions {
683
+ // Add any specific options for dual mode weapons
684
+ }
685
+
686
+ @ENGINE.GameClass()
687
+ class DualModeWeapon extends ENGINE.GenericEquipment<DualModeWeaponOptions> {
688
+ private isAltModeActive: boolean = false;
689
+
690
+ public override beginAltFire(): boolean {
691
+ this.isAltModeActive = true;
692
+ console.log("Switched to alternative fire mode");
693
+ return true;
694
+ }
695
+
696
+ public override endAltFire(): boolean {
697
+ this.isAltModeActive = false;
698
+ console.log("Switched back to primary fire mode");
699
+ return true;
700
+ }
701
+
702
+ protected doFire(): void {
703
+ if (this.isAltModeActive) {
704
+ this.fireAlternativeMode();
705
+ } else {
706
+ this.firePrimaryMode();
707
+ }
708
+ }
709
+
710
+ private firePrimaryMode(): void {
711
+ // Rapid fire bullets
712
+ console.log("Primary fire: rapid bullets");
713
+ }
714
+
715
+ private fireAlternativeMode(): void {
716
+ // Charged shot
717
+ console.log("Alternative fire: charged blast");
718
+ }
719
+ }
720
+ ```
721
+
722
+ ### Equipment Events and Delegates
723
+
724
+ Equipment components can use delegates to notify other systems of important events:
725
+
726
+ ```typescript
727
+ @ENGINE.GameClass()
728
+ class EventfulWeapon extends ENGINE.ProjectileWeaponComponent {
729
+ public readonly onAmmoChanged = new ENGINE.Delegate<[number, number]>(); // current, max
730
+ public readonly onReloadStarted = new ENGINE.Delegate<[]>();
731
+ public readonly onReloadCompleted = new ENGINE.Delegate<[]>();
732
+
733
+ private currentAmmo: number = 30;
734
+ private maxAmmo: number = 30;
735
+
736
+ protected override doFire(): void {
737
+ if (this.currentAmmo <= 0) {
738
+ console.log("Out of ammo!");
739
+ return;
740
+ }
741
+
742
+ super.doFire();
743
+ this.currentAmmo--;
744
+ this.onAmmoChanged.invoke(this.currentAmmo, this.maxAmmo);
745
+
746
+ if (this.currentAmmo === 0) {
747
+ this.startReload();
748
+ }
749
+ }
750
+
751
+ private startReload(): void {
752
+ this.onReloadStarted.invoke();
753
+
754
+ // Use timer system for reload delay
755
+ this.getWorld()?.timerSystem.setTimeout(() => {
756
+ this.currentAmmo = this.maxAmmo;
757
+ this.onAmmoChanged.invoke(this.currentAmmo, this.maxAmmo);
758
+ this.onReloadCompleted.invoke();
759
+ }, 2000); // 2 second reload
760
+ }
761
+ }
762
+ ```
763
+
764
+ ---
765
+
766
+ ## 7. Integration with Character Stats
767
+
768
+ Equipment often needs to interact with character statistics for damage calculations, cooldowns, and other gameplay mechanics.
769
+
770
+ ### Using CharacterStatsComponent
771
+
772
+ ```typescript
773
+ class StatsAwareWeapon extends ENGINE.ProjectileWeaponComponent {
774
+ constructor(options: ENGINE.ProjectileWeaponOptions) {
775
+ super(options);
776
+ }
777
+
778
+ public override beginPlay(): void {
779
+ super.beginPlay();
780
+ this.updateFromCharacterStats();
781
+ }
782
+
783
+ private updateFromCharacterStats(): void {
784
+ const actor = this.getActor();
785
+ const statsComponent = actor?.getComponent(ENGINE.CharacterStatsComponent);
786
+
787
+ if (statsComponent) {
788
+ // Update weapon properties based on character stats
789
+ this.options.fireInterval = statsComponent.getAttackCooldown();
790
+ this.options.projectileOptions.damageDealt = statsComponent.getAttackDamage();
791
+ this.options.projectileOptions.range = statsComponent.getAttackRange();
792
+ }
793
+ }
794
+ }
795
+ ```
796
+
797
+ ---
798
+
799
+ ## 8. Best Practices and Performance
800
+
801
+ ### Equipment Optimization
802
+
803
+ 1. **Reuse Projectile Geometries**: Create shared geometry instances instead of new ones for each projectile.
804
+ 2. **Limit Active Projectiles**: Implement projectile pooling for high-fire-rate weapons.
805
+ 3. **Use Appropriate Collision**: Choose between overlap and collision based on your needs.
806
+
807
+ ```typescript
808
+ // Shared geometry for better performance
809
+ const BULLET_GEOMETRY = new THREE.SphereGeometry(0.1);
810
+ const BULLET_MATERIAL = new THREE.MeshStandardMaterial({ color: 'yellow' });
811
+
812
+ const efficientWeapon = new ENGINE.ProjectileWeaponComponent({
813
+ projectileOptions: {
814
+ geometry: BULLET_GEOMETRY, // Reused
815
+ material: BULLET_MATERIAL, // Reused
816
+ // ... other options
817
+ }
818
+ });
819
+ ```
820
+
821
+ ### Equipment Design Patterns
822
+
823
+ 1. **Composition over Inheritance**: Use multiple small components rather than large monolithic weapon classes.
824
+ 2. **Data-Driven Configuration**: Store weapon stats in JSON files for easy balancing.
825
+ 3. **Event-Driven Architecture**: Use delegates to decouple weapon logic from UI and other systems.
826
+
827
+ ---
828
+
829
+ ## Conclusion
830
+
831
+ The Equipment and Weapon System in Genesys.js provides a robust foundation for creating interactive items in your games. By understanding the interface-based design, the timing logic of `GenericEquipment`, and the complete implementation in `ProjectileWeaponComponent`, you can create everything from simple guns to complex magical artifacts.
832
+
833
+ The system's comprehensive feature set includes:
834
+ - **Visual Effects**: Realistic recoil animations that respond to weapon characteristics
835
+ - **Audio Integration**: Full 3D positional audio with automatic sound management
836
+ - **Ammo Management**: Flexible ammunition systems with reload mechanics
837
+ - **Performance Optimization**: Efficient rendering and audio processing for rapid-fire scenarios
838
+
839
+ The component-based architecture means you can mix and match different behaviors, create data-driven weapon configurations, and easily extend functionality without breaking existing code. Whether you're building a first-person shooter, a fantasy RPG, or any game that needs interactive equipment, this system provides the tools you need to create engaging gameplay mechanics with professional-quality audio and visual feedback.
840
+
841
+ ## Source Code
842
+ Below are relevant engine source code you MUST digest in order to get complete understanding of the topic. Read them carefully.
843
+
844
+ ```
845
+ <file path={src/actors/Pawn.ts}>
846
+ <file path={src/components/gameplay/Equipment.ts}>
847
+ <file path={src/components/gameplay/GenericEquipment.ts}>
848
+ <file path={src/components/gameplay/ProjectileWeaponComponent.ts}>
849
+ <file path={src/actors/Projectile.ts}>
850
+ ```